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myles

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Everything posted by myles

  1. Mapping Competition for Killing Floor: Really good prizes, anyone thinking about entering? Unfortunately I can't Killing Floor uses Unreal 2.5, the editor is just the same as UT2K4 which is very similar to the UT3Editor, which I know many of you use.
  2. This plays really well, great gameplay and optimization. Im hving a small LAN party soon, mind if we use this map?
  3. OK, im done with this, thanks for everyones help! [attachment=2]closearea1.jpg[/attachment] [attachment=1]closearea2.jpg[/attachment] [attachment=0]closearea3.jpg[/attachment]
  4. myles

    UT3 - DM-Cove

    Hey! Your buildings and architecture look fanatastic, but the terrain could do with some work. Your waterfall looks repetitive verticlly, like strings of plastic. Maybe this is just because it is a picture but I would suggest adding a few more emitters and a few more water planes to your water. The cliff going into the water seems to go straight into the waterv when instead it should slowly incline into the water, probably having some sand around the edges and rocks/debris stuck around the edges. The dungeon is pretty cool, I would suggest you bump up the lighting quality on the terrain, http://www.hourences.com/book/tutorialsue3terrain.htm. The beams and hooks for the chains seem to just go straight into the wall, I would expect somthing like clay and offset rocks aroung them. Some fog layers and spiderwebs could look really neat down here. Keep it up!
  5. Love it HP, What are your system specs?
  6. Hey Again Your exterior stuff looks great apart from some of the structures could do with more detail, but the realy problem comes down to the interior radio station picture. My First Issue is the lighting, the red is nice but then you have lots of white light, which doesnt look right and seems to be alot of it. Some BSP could be added to create borders for the stairs and the elevator/drop thing. The floor/ceiling feel very empty and deffinatly need filling/ add some level to it. Youve used alot of similar textures also. Your meshes feel a littleo ut of place, like the handrail ones are all rusty but all the equipment around it is clean.
  7. Hehe again your BSP work is lovely, the lighting is actually good this time but you have a dark sky, A sunset would work with the lighting alot more. Youe lighting affecton the second picture doesnt seem to work, are you using projectiles? If so I really suggest you make it less blurry. On the sandy terrain areas you could change the terrain texture a little where the rocks/trees/wood go into the sand. Your river could have a few emitters faking more movement and mist over the river, maybe a fog plane too. Are you using the plane that moves like water? Your boat really doesnt work, I suggest you replace it with somthing else (sorry for brutness) its just very wrong. But this is alot better, keep it up!
  8. Thanks Hourence, Ive made alot of changes to the map and I think this part is done, the lights look white in this but there deffinatly not, there more creamy. - [attachment=2]Shot0002 copy.jpg[/attachment] Im still working on these parts - [attachment=1]Shot0003 copy.jpg[/attachment] [attachment=0]Shot0004 copy.jpg[/attachment]
  9. Haha yes Nurb thanks for pointing that out, your quite right but I just havent got around to finishing my UT3 map. But I completely agree with you.
  10. Hey Delta, I generally like the detail you have gone into on this map but I can see some areas that could really improve this map. The lighting is very strange, you have quite a dark sky yet in most places your terrain is quite bright, and that light is white. Such as in your first screenshot there are areas which are well lit but I cant see anything that lights them, apart from some smaller lights that couldnt light such a small area. The main light that is lighting the terrain should be darker and coloured, I suggest a dark blue to reflect the sky. You have obvisously used fog to mask the end of the map but that doesnt feel right, I suggest you add some terrain to a SkyBox to make this battlefield feel bigger. Your woodplanks used in the terrain feel to bright and clean to be in that battlefield. The grass seems to be very rare and when there is some it is extremely dense/thick. Some of your rooms feel a little too clutered with radom junk and objects that make the room feal crowded. Some of the holes in the walls just feel wrong, Some of the bunkers are not lit at all, atleast have somthing like a fire burning. Some of the staticmeshes are not lit. Hope this all helps
  11. Thanks Everyone, it is really appreciated. Ive made those changes Hourence and ive made some textures for them. About the red lights they are flashing and its hard to catch the ligt at its brightest, is it possible to make the corona flash too? I think I need to do some more BSP work in a few areas, such as the corridors and the floors. Here are the the versions - [attachment=3]closearea1.jpg[/attachment] [attachment=2]closearea2.jpg[/attachment] [attachment=1]closearea3.jpg[/attachment] [attachment=0]closearea4.jpg[/attachment]
  12. Hey All! I wanted to get some new work done for my portfolio, so i descided to do somthing that could be done reasonably easily. It is a Small DeathMatch created with the Unreal Engine 1 for practice with BSP work and fast pased gameplay. Only generic materials were used and took one week to complete. You can download it here. [attachment=0]closearea1.jpg[/attachment] I'd attach the ZIP but it doesnt allow ZIP format :/
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